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The TrenchBroom Level Editor
Today I am releasing TrenchBroom 1.0 for Windows and Mac OS X. TrenchBroom is a modern cross-platform level editor for Quake.

Features
- True 3D editing, no 2D views required
- High performance renderer with support for huge maps
- Vertex editing with edge and face splitting
- Manipulation of multiple vertices at once (great for trisoup editing)
- Smart clip tool
- Move, rotate and flip brushes and entities
- Precise texture lock for all operations
- Smart entity property editors
- Graphical entity browser with drag and drop support
- Comprehensive texture application and manipulation tools
- Search and filter functions
- Unlimited undo and redo
- Point file support
- Automatic backup
- Support for .def and .fdg files, mods and multiple wad files
- Free (as in beer) and open source (GPLv3)
- Cross platform (Windows, Mac OS X and Linux supported)

Check out a video of TrenchBroom in action here.

You can download the editor here.

If you would like to give feedback, please do that in this thread. If you find a bug or have a feature suggestion, please submit them at the issue tracker.

If you are wondering where the Linux binaries are then sorry, but currently there are none. The Linux version has a few problems which I could not fix before this release. I will get working on those right away so that the Linux version should be available in a couple of weeks, too.

Finally, I would like to thank necros for all his work over the past year. Without his tireless efforts, TrenchBroom would simply not exist. Or it would suck.

Alright, enough of this. Have fun with the editor!

Update: 2.1 here:
https://github.com/kduske/TrenchBroom/releases/tag/v2.1.0-RC1
Features "cool shit".
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Can You Send Me An Example Map? 
 
Than 
not having that issue with that version at all.

when loading a map does the console window show something like:
Unloading existing map file and textures...
Loading file E:\q1maps\blahh2.map
Loaded map file in 0.000000 seconds
Loaded E:\q1maps\hex2.wad in 0.005000 seconds


Moar Features 
I don't know if this has been suggested or is already implemented, but there definitely need to be options to move (or add) world brushes to an existing brush entity as well as the other way around. Ideally a little more versatile than "ungroup" in Radiant 1.5 which always converts (or removes if you will) the entire entity, whereas it's sometimes desirable only to apply the action to certain brushes. 
Negke... 
You already can added and remove brushes that way. to add to the world spawn, you select the objects in the brush entity and then right click outside the selection "add to world spawn"... and vice versa to add to an entity. 
Ok, Good 
 
Negke 
RTFM! 
Never! 
Unless... how about including it in audio book form!!! 
 
you wouldn't like my voice. 
 
do i need to whip out espeak again, negkenegkenegkenegkenegkenegkenegkenegkenegkenegkenegke? 
I Didn't Even Rtfm... 
found it by accident making a lift... :P 
SleepwalkR 
Can you send me all the defs/fgs you're using currently?

Latest download has just quake/quoth fgd and rubicon2 def. 
Email In Profile 
Or;

louismanning (at) gmail 
I Don't Habe Any Others 
Or did you mean Hexen etc? 
Tried To Fix More Def Files. Failed. But, Fixed Heretic2.def 
I tried to fix more of the .def files I had, but no luck.

I made a FAIL video of my attempts to fix the .def files, for anyone that's interested.

At the end of the video, I give up on heretic2.def, where the error was asking for a newline but I did not believe it.

Well, after the video, I tried newline, and it worked. Had to fix 10 more of those newline errors. Eventually, I finished, and heretic2.def now loads in TrenchBroom.

Here is the link:

Fixed .def files:
heretic2.def - https://docs.google.com/file/d/0B0piElswxauhSTduYTNGaFdjSWM/edit

I'll link you the hexen2.def file again as well,
hexen2.def - https://docs.google.com/file/d/0B0piElswxauhbnZJQ2Q2WGxHUDg/edit

FAIL video of my attempts to fix .def file parse errors: http://youtu.be/rFmYmQMTqD8 
Worldcraft 1.6a 
Has hexen 2 fgds I think. Probably zerstorer and others. Try downloading it from the tools section of quaddicted. 
Than, Deqer 
I already have these FGDs now:

from The Forge
- Quake Scource of Armagon
- Quake Dissolution of Eternity
- Zerstoerer
- Hexen 2
- Quake 2 with Arghrad support
- Quake 2 Ground Zero
- Quake 2 The Reckoning

from Hexen 2 Hammer adapter
- Hexen 2 (bit.ly/XDpPZ4)

For now, it does not make much sense to work on DEFs or FGDs for games that need extra support from TrenchBroom, as this will take a while. And since noone really maps for the MPs or Zerstoerer, there's not much to be gained from pouring work into improving those FGDs either. 
Give This A Whirl Last Night 
a few minor glitches i'm getting; after 674 posts i can't be 100% sure they haven't occurred for anyone else and are being looked at!

1. the 'X' button on the view and texture filters don't seem to work; they select the text in their respective fields but don't remove anything

2. the keyboard shortcut for rotating a texture 90 degrees does nothing for me; i can do it by holding ctrl and clicking on the spinner, and can also press shift-pgdn to rotate it one degree, but nothing for ctrl-pgdn/pgup

3. the increase/decrease grid size shortcuts only work on the -/+ keys next to backspace, not the num pad ones (which are far easier to access without looking!)


also some minor interface suggestions:

1. it would be nice to have some visual indication of texture lock being on or off without having to check the edit menu. and definitely a shortcut to toggle it :)

2. same goes for current grid size; i remember you saying you were considering an alternative to a status bar though so assuming this is being considered already.

3. pretty much second DaZ's thoughts about the entity window in his video. you may have already figured out a solution but i think it would be cool being able to add field names by right-clicking and selecting from a little menu based on the fgd/def info for that entity


lastly, a question: is there a keyboard shortcut to switch between the entity/face/view tabs? 
Eesh 
a few minor glitches i'm getting; after 674 posts i can't be 100% sure they haven't occurred for anyone else and aren't being looked at!

1. the 'X' button
s on the view and texture filters don't seem to work; they select the text in their respective fields but don't remove anything 
Rj 
1. the 'X' button on the view and texture filters don't seem to work; they select the text in their respective fields but don't remove anything

That's a bug in the GUI library I'm using. Not much I can do about it right now I'm afraid.

2. the keyboard shortcut for rotating a texture 90 degrees does nothing for me; i can do it by holding ctrl and clicking on the spinner, and can also press shift-pgdn to rotate it one degree, but nothing for ctrl-pgdn/pgup

There is no such shortcut AFAIK. What exactly are you trying to do?

3. the increase/decrease grid size shortcuts only work on the -/+ keys next to backspace, not the num pad ones (which are far easier to access without looking!)

You will be able to assign the keyboard shortcuts in 1.1.


1. it would be nice to have some visual indication of texture lock being on or off without having to check the edit menu. and definitely a shortcut to toggle it :)

Others have request this, too, and it will probably go into the toolbar.

2. same goes for current grid size; i remember you saying you were considering an alternative to a status bar though so assuming this is being considered already.

Ditto.

3. pretty much second DaZ's thoughts about the entity window in his video. you may have already figured out a solution but i think it would be cool being able to add field names by right-clicking and selecting from a little menu based on the fgd/def info for that entity

Yes, entity editing will be improved a lot in 1.2.

lastly, a question: is there a keyboard shortcut to switch between the entity/face/view tabs?

Not yet, but it's on my todo list.

Thanks for your feedback! 
 
There is no such shortcut AFAIK. What exactly are you trying to do?

following the guide here: http://kristianduske.com/trenchbroom/docs/working_with_textures.html ('Texture Rotation' heading)

Thanks for your feedback!

thanks for your editor! 
 
Is the viewport the current active window? 
Yup 
the other texture shortcuts work fine. it's just that one... 
In Fact, That Reminds Me 
another suggestion i forgot to mention. it might make everything a little bit quicker to use if running the cursor over a window/region made it 'active' providing a button isn't being pressed during mouse movement (i think this is how WC works)

sometimes i have to click in the viewport before being able to select a brush after working in the side panel, and other times i don't. not noticed any correlation yet though 
Rj 
So you're shift-clicking on the little spin buttons next to the rotation field? Does Shift+click work for buttons next to the offset fields?

Regarding the focus issues: The 3D view has a focus rectangle drawn around it, and if you focus any other controls, you have to return focus to the 3D view by clicking on it once. Is the focus rectangle visible on your system? I have noticed that it is sometimes hard to see on Windows. 
 
What might help there would be to do what 3DS Max does ... the first click in an inactive viewport, simply makes it active. The click doesn't count. That way you can set focus without changing your selections or clicking something by accident. 
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